Magical Artisan (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 20:38, 5 February 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: The prestige class or class aspects need to be chosen as one or the other and used throughout.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Note: Please fix any layout issues that are blatantly apparent. Thank you ahead of time, domo arigato for reading this. P.S. Fix all spelling issues, my key board has been weird lately.

"The pen is mightier than the sword, especially when that pen is in my hands" -Ferith Moonbeam, half-elf Magical Artisan

Magical Artisan

Ink, pen, paper, tools of the most basic apprentice to the highest archmage, though paper and ink can do more than jot down runes and sigils, it can create the most beautiful of paintings, capturing life like a photograph. The Magical Artisan goes one step further, they capture life's image and bring it into existence, even if only for mere minutes.

Becoming a Magical Artisan[edit]

Anyone whom paints, and is gifted with magical abilities can become an artisan, recording items, weapons, and monsters into his mental repertoire of inky creations

Entry Requirements
Skills: Knowledge arcana/religion +7, Spell Craft + 6, Concentration + 8, Craft art + 8
Feats: Scribe Scroll, Spell Focus Cojuration
Spellcasting: Able to cast second level conjuraion spells.
Table: The Magical Artisan

Hit Die: d<-4->

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting
Fort Ref Will
1st +0 +0 +0 +2 Inky Conjuration, Draw Item
2nd +1 +0 +0 +3 Draw Simple Weapon
3rd +1 +1 +1 +3 <-Draw Martal Weapon ->
4th +2 +1 +1 +4 <-Draw Monster (Small, Smaller)->
5th +2 +1 +1 +4 <-Dra Monster (Medium)->
6th +3 +2 +2 +5 <-Dra Monster (Large)->
7th +3 +2 +2 +5 <-Draw Monster (Huge)->
8th +4 +2 +2 +6 <-Aging Portrait->
9th +4 +3 +3 +6 <-Increase Drawing peed->
10th +5 +3 +3 +7 <-Draw Exotic Weapon->

Class Skills (2 + Int modifier per level)
Knowledge (arcana) or Knowledge (religion) depending on initial caster entry, if Arcane/Divine Multiclass you get both, Forgery, Decipher Script, Spell Craft, Craft (art).

Class Features[edit]

All of the following are class features of the Magical Artisan.

Inky Conjuration: At first level you gain the ability to draw something into creation, you can draw a number of times per day equal to your Int/Cha/Wis(depends) modifier + Half your Magical Artisan Levels, what you can draw is determined by what “Draw” abilities you have.

Draw Simple Item: At 1st level an Artisan can draw any mundane non-combat item (spoon, bowl, ladder, etc, etc) in one full round action, the item can only be used for 10 minutes and after that it disappears in an inky puddle. To use Draw Simple Item (or any draw ability) you must have ink, ink pen, and paper. You must have previously seen the item before. You cannot create food stuffs, that nourish the party at least, if you make food that is ingested, he characters must make a DC 15 Fortitude Save or become fatigued and sickened for 1d10 days minus Check result

Draw Simple Weapon: Gained at 2nd level, similar to draw Simple Item, except it is a simple weapon, takes a full round action, and lasts for the encounter, than collapses in a puddle of ink. It cannot be magic. You must have seen it before, You cannot enchant it in any way.

Draw Martial Weapon: at level, 3 draw any martial weapon as a full round action, is the same as “Draw Simple Weapon”

Draw Monster (Small or Smaller): At 4h level You can create any monster (Size small or smaller), it is the same as the normal monster, excluding the fact that as soon as it takes a critical hit the animal disappears in an inky puddle, or when the encounter is over. It is completely loyal to your commands, as long as the command is not suicidal. Hit Dice must equal yours or less then so, and you must have seen it before, also includes animals.

Draw Monster (Medium): Level 5th same as “Draw Monster(small or smaller)” except that it encompasses Medium Monsters.

Draw Monster (Large): Level 6th, same as Draw Monster Medium, yet encompasses Large Monsters

Draw Monster Huge: Level 7th, same as Draw Monster Large, except encompasses huge monsters

Anti Aging Painting: At level 8, you make a portrait of yourself, this stops all aging affects, as long as you do not look at it. Can be used as a phylactery and does not make one look like an undead if you use it for that purpose due to the lack of aging, also if used as a phylactery it cannot be looked upon.

It costs 100gp of magic powder, and no matter the drawing speed takes 3 days to make, counts as a use of your drawing ability for each of the 3 days, so each day subtract one from your total usage for 3 days.

Increase Drawing Speed: at level nine, you can use any of your drawing abilities as a standard action

Draw Exotic Weapon at level 10 same as draw Martial weapon, except it is an exotic weapon

Draw Unique Monster: At level 10 Can draw a monster ranging in any size and is a combination of 2-4 Monsters (Must have see all of them). The monsters average HD must be equal to your HD or lower. One monster is referred to as the base creature. The other monster(s) are refereed to as the extra creatures your options to modification are as follows:

Add one of the bonus monsters modes of movement

Replace the Base monsters natural armor bonus with that of a bonus monster’s

Add one of the second forms natural attack types (with the appropriate reach) if the base creature does not already have that attack type

Add an extraordinary special attack of the bonus form

Add an extraordinary special quality

Replace one of the Base forms ability scores if the bonus creature used is of the same size

Campaign Information[edit]

Playing a Magical Artisan[edit]

Combat: The Magical Artisan can have a varied role depending on what monsters they've seen, they may have seen maly animals and act almost as druids (if no already so), they could be the dragon slayer whom welds he very monsters he fought against his foes. They can lower spending needs for a party buy creating various, necessary items, like ladders and other things Advancement: Typical advancement options for characters with this class. Include desirable multiclass options-

Resources: Many Artisans join Magic Guilds to gain access to more monstrous information to further their abilities. May times they form their on guilds and share their various skills, and abilities.

Magical Artisan in the World[edit]

He just sit and stares at animals all day, scratching down on his paper, I wonder why local tavern owner, looking out the window

The Magical Artisan can have a diverse aspect in the world,wither he a be the traveling painter, the illustrious artist like Leonardo Davinci. They have wide role as painters and masters of art. Simply the Bards of Paint and Paper

NPC Reactions: Many people see the artisan as a master of his craft and tend to have respect for them, the same applies to evil ones as well, that is, until they show their true colors, by misusing their abilities for their own selfish gain

Magical Artisan Lore[edit]

Characters with ranks in gather information can research Magical Artisan to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gather Information
DC Result
11 The Magical Artisan breathes life into is pantings, creating items .
16 The must see something at leat once prehand to draw it.
21 The monsters are suseptible to critical hits.
26 Specifc information bout a specific Magial Artisan.

Magical Artisans in the Game[edit]

They are mainly suppliers, lifting a burden(financially)from the party by creating minor items. Also they can create reinforcements by drawing up monsters for every occasion, they can be masters of propaganda with their ability to paint, this can lead to being able to change the public eye of many

Adaptation: An artisan can work well anywhere in a campaign under nearly any guise, whether it be the sneaky villain whom escapes in the horde of his inky creations or the grand artist under treat of king hesky is the limit and is truly general

Sample Encounter: Ferith Moonbeam, a master sorcerer and a gifted artist had not always eenthe gifted, and successful man he is today, at one time he was a humble street urchin, painting pictures for faithful morn, he felt a strange feeling within himself. He concentrated and there appeared, what appear to be a Glowing Wolf before him, he began investing his powers f summoning over time, and gained the natural ability to draw his into creation. This new found talent gave him amazing wealth and potential. Now he assists people in his same position. making his town better, one orphan a a time

EL 12: Ferith Moonbeam CR:12

Male Half Elf Sorcerer: 5/Magical Artist 7
NG Medium Humanoid (Half Elf)  
Init/Senses  +4/Listen +1, Spot +1  
Languages  Common, Elven, Draconic, Goblin   

AC  , touch , flat-footed 


hp  72 (12d4+48HD)  
Fort/Ref/Will  +13/+10/+13  

Speed  30 ft. (6 squares)  
Melee         +1 Defending Merciful Quarter Staff       
Base Atk/Grp  +5/+3  
Atk Options   Draw Huge and Smaller Creature or Martial/Simple Weapon 9/day (Has see, a riding dog, an owl bear, a great sword, a quarter staff, a lantern archon, 

a centaur, a dagger, a rapier, a rope, a ladder, a battering ram, eating utensils, a Pseudo Dragon, and a silver wyrmling)

Special Actions Metamagic Specialist (Players Handbook II)  
Sorcerer Spells Prepared  (CL 5th (12th for DC's)):

2nd— Rapid Summon Monster I, Extend Summon Monster I, Summon Monster II, Web 1st— Summon Monster I, Unseen Servant, Mage Armor, Mount, Benign Transposition(Spell Compendium), Magic Missile, 0— Acid Splash, Ghost Sound, Resistance, Amanuensis(Spell Compendium), Prestidigitation, Light Abilities Str 6, Dex 18, Con 18, Int 14, Wis 12, Cha 23 SQ Feats: Great Fortitude (Races of War), Spell Focus Conjuration, Rapid Spell, Extend Spell, Dragon Familiar (Draconomicon, Silver) Skills Craft Art +17, Spell Craft +12, Concentration +12, Knowledge Arcana +12 Possessions: 20 Sheets of paper, 10 ounces of ink, Cloak of resistance+3, Ring of Protection +3, 5 Fly potions, Rd of Wonder, Staff of Healing, Wand of Summon Monster III,Bracers of Armor +1

 Dragon Familiar
 Silver Dragon Wyrmling
 Init/Senses: +0/Listen +2/Spot+2
 Languages: Common, Elven, Draconic
 AC: 18, Touch 12, Flat footed:18
 HP: 52 (7d12 +7)
 Fort/Will/Ref 6/7/5 
 Speed: 40ft, Fly 100 ft (average)
 Melee: +8 1d6 +1 Bite, +8 1d4 +1 claw 
 Base Attack Bonus/Grapple +7/+4 
 Atk Options: Breath Weapon DC 14 2d8 
 Abilities: Str: 13 Dex: 10 Con: 13 Int: 14 Wis: 15 Cha: 14 
 SQ Alternate Form, Immunity to Acid and Cold, Vulnerability to Fire, Cloud Walking 

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!